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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs180
1 files changed, 177 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index e643db7..6cdbac5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -153,9 +153,9 @@ namespace OpenSim.Region.Framework.Scenes
153 { 153 {
154 m_scene.SceneGraph.FireChangeBackup(this); 154 m_scene.SceneGraph.FireChangeBackup(this);
155 } 155 }
156 timeLastChanged = DateTime.Now.Ticks; 156 timeLastChanged = DateTime.UtcNow.Ticks;
157 if (!m_hasGroupChanged) 157 if (!m_hasGroupChanged)
158 timeFirstChanged = DateTime.Now.Ticks; 158 timeFirstChanged = DateTime.UtcNow.Ticks;
159 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null) 159 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
160 { 160 {
161/* 161/*
@@ -233,7 +233,7 @@ namespace OpenSim.Region.Framework.Scenes
233 m_minPersistTime = m_scene.m_dontPersistBefore; 233 m_minPersistTime = m_scene.m_dontPersistBefore;
234 } 234 }
235 235
236 long currentTime = DateTime.Now.Ticks; 236 long currentTime = DateTime.UtcNow.Ticks;
237 237
238 if (timeLastChanged == 0) timeLastChanged = currentTime; 238 if (timeLastChanged == 0) timeLastChanged = currentTime;
239 if (timeFirstChanged == 0) timeFirstChanged = currentTime; 239 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
@@ -4161,6 +4161,180 @@ namespace OpenSim.Region.Framework.Scenes
4161 4161
4162 } 4162 }
4163 4163
4164 public bool GroupResize(double fscale)
4165 {
4166// m_log.DebugFormat(
4167// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, fscale);
4168
4169 if (Scene == null || IsDeleted || inTransit || fscale < 0)
4170 return false;
4171
4172 // ignore lsl restrictions. let them be done a LSL
4173 PhysicsActor pa = m_rootPart.PhysActor;
4174
4175 if(RootPart.KeyframeMotion != null)
4176 RootPart.KeyframeMotion.Suspend();
4177
4178 float minsize = Scene.m_minNonphys;
4179 float maxsize = Scene.m_maxNonphys;
4180
4181 // assuming physics is more restrictive
4182 if (pa != null && pa.IsPhysical)
4183 {
4184 minsize = Scene.m_minPhys;
4185 maxsize = Scene.m_maxPhys;
4186 }
4187
4188 SceneObjectPart[] parts = m_parts.GetArray();
4189 float tmp;
4190 // check scaling factor so parts don't violate dimensions
4191 for(int i = 0; i < parts.Length; i++)
4192 {
4193 SceneObjectPart obPart = parts[i];
4194 Vector3 oldSize = new Vector3(obPart.Scale);
4195 tmp = (float)(oldSize.X * fscale);
4196 if(tmp > maxsize)
4197 return false;
4198 if(tmp < minsize)
4199 return false;
4200
4201 tmp = (float)(oldSize.Y * fscale);
4202 if(tmp > maxsize)
4203 return false;
4204 if(tmp < minsize)
4205 return false;
4206
4207 tmp = (float)(oldSize.Z * fscale);
4208 if(tmp > maxsize)
4209 return false;
4210 if(tmp < minsize)
4211 return false;
4212 }
4213
4214 Vector3 newSize = RootPart.Scale;
4215 newSize.X = (float)(newSize.X * fscale);
4216 newSize.Y = (float)(newSize.Y * fscale);
4217 newSize.Z = (float)(newSize.Z * fscale);
4218
4219 if(pa != null)
4220 pa.Building = true;
4221
4222 RootPart.Scale = newSize;
4223
4224 Vector3 currentpos;
4225 for (int i = 0; i < parts.Length; i++)
4226 {
4227 SceneObjectPart obPart = parts[i];
4228
4229 if (obPart.UUID != m_rootPart.UUID)
4230 {
4231 currentpos = obPart.OffsetPosition;
4232 currentpos.X = (float)(currentpos.X * fscale);
4233 currentpos.Y = (float)(currentpos.Y * fscale);
4234 currentpos.Z = (float)(currentpos.Z * fscale);
4235
4236 newSize = obPart.Scale;
4237 newSize.X = (float)(newSize.X * fscale);
4238 newSize.Y = (float)(newSize.Y * fscale);
4239 newSize.Z = (float)(newSize.Z * fscale);
4240
4241 obPart.Scale = newSize;
4242 obPart.UpdateOffSet(currentpos);
4243 }
4244 }
4245
4246 if(pa != null)
4247 pa.Building = false;
4248
4249 InvalidBoundsRadius();
4250
4251 HasGroupChanged = true;
4252 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
4253 ScheduleGroupForFullUpdate();
4254
4255 if(RootPart.KeyframeMotion != null)
4256 RootPart.KeyframeMotion.Resume();
4257
4258 return true;
4259 }
4260
4261 public float GetMaxGroupResizeScale()
4262 {
4263 if (Scene == null || IsDeleted || inTransit)
4264 return 1.0f;
4265
4266 float maxsize = Scene.m_maxNonphys;
4267 PhysicsActor pa = m_rootPart.PhysActor;
4268 // assuming physics is more restrictive
4269 if (pa != null && pa.IsPhysical)
4270 maxsize = Scene.m_maxPhys;
4271
4272 SceneObjectPart[] parts = m_parts.GetArray();
4273 float larger = float.MinValue;
4274
4275 for(int i = 0; i < parts.Length; i++)
4276 {
4277 SceneObjectPart obPart = parts[i];
4278 Vector3 oldSize = new Vector3(obPart.Scale);
4279 if(larger < oldSize.X)
4280 larger = oldSize.X;
4281
4282 if(larger < oldSize.Y)
4283 larger = oldSize.Y;
4284
4285 if(larger < oldSize.Z)
4286 larger = oldSize.Z;
4287 }
4288
4289 if(larger >= maxsize)
4290 return 1.0f;
4291
4292 larger += 1e-3f;
4293 float fscale = maxsize / larger;
4294
4295 return fscale;
4296 }
4297
4298 public float GetMinGroupResizeScale()
4299 {
4300 if (Scene == null || IsDeleted || inTransit)
4301 return 1.0f;
4302
4303 float minsize = Scene.m_minNonphys;
4304 PhysicsActor pa = m_rootPart.PhysActor;
4305 // assuming physics is more restrictive
4306 if (pa != null && pa.IsPhysical)
4307 minsize = Scene.m_minPhys;
4308
4309 SceneObjectPart[] parts = m_parts.GetArray();
4310 float smaller = float.MaxValue;
4311
4312 for(int i = 0; i < parts.Length; i++)
4313 {
4314 SceneObjectPart obPart = parts[i];
4315 Vector3 oldSize = new Vector3(obPart.Scale);
4316 if(smaller > oldSize.X)
4317 smaller = oldSize.X;
4318
4319 if(smaller > oldSize.Y)
4320 smaller = oldSize.Y;
4321
4322 if(smaller > oldSize.Z)
4323 smaller = oldSize.Z;
4324 }
4325
4326 if(smaller <= minsize)
4327 return 1.0f;
4328
4329 if(smaller > 2e-3f)
4330 smaller -= 1e-3f;
4331 float fscale = minsize / smaller;
4332 if(fscale < 1e-8f)
4333 fscale = 1e-8f;
4334
4335 return fscale;
4336 }
4337
4164 #endregion 4338 #endregion
4165 4339
4166 #region Position 4340 #region Position